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Proxy screen transition events to subscreens in multiplayer
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commit
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@ -202,6 +202,11 @@ namespace osu.Game.Screens.Multi
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{
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{
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this.FadeIn();
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this.FadeIn();
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waves.Show();
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waves.Show();
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if (loungeSubScreen.IsCurrentScreen())
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loungeSubScreen.OnEntering(last);
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else
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loungeSubScreen.MakeCurrent();
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}
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}
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public override void OnResuming(IScreen last)
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public override void OnResuming(IScreen last)
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@ -209,6 +214,7 @@ namespace osu.Game.Screens.Multi
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this.FadeIn(250);
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this.FadeIn(250);
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this.ScaleTo(1, 250, Easing.OutSine);
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this.ScaleTo(1, 250, Easing.OutSine);
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screenStack.CurrentScreen?.OnResuming(last);
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base.OnResuming(last);
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base.OnResuming(last);
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UpdatePollingRate(isIdle.Value);
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UpdatePollingRate(isIdle.Value);
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@ -219,6 +225,8 @@ namespace osu.Game.Screens.Multi
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this.ScaleTo(1.1f, 250, Easing.InSine);
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this.ScaleTo(1.1f, 250, Easing.InSine);
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this.FadeOut(250);
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this.FadeOut(250);
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screenStack.CurrentScreen?.OnSuspending(next);
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UpdatePollingRate(isIdle.Value);
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UpdatePollingRate(isIdle.Value);
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}
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}
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@ -230,9 +238,7 @@ namespace osu.Game.Screens.Multi
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this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
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this.Delay(WaveContainer.DISAPPEAR_DURATION).FadeOut();
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if (screenStack.CurrentScreen != null)
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screenStack.CurrentScreen?.OnExiting(next);
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loungeSubScreen.MakeCurrent();
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base.OnExiting(next);
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base.OnExiting(next);
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return false;
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return false;
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}
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}
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